OpenGL: Fix blit from non-multisample to multisample texture (#3596)
* OpenGL: Fix blit from non-multisample to multisample texture * New approach for multisample copy using compute shaders
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@ -24,6 +24,7 @@ namespace Ryujinx.Graphics.OpenGL
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private TextureCopy _textureCopy;
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private TextureCopy _backgroundTextureCopy;
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internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
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internal TextureCopyMS TextureCopyMS { get; }
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private Sync _sync;
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@ -48,6 +49,7 @@ namespace Ryujinx.Graphics.OpenGL
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_window = new Window(this);
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_textureCopy = new TextureCopy(this);
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_backgroundTextureCopy = new TextureCopy(this);
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TextureCopyMS = new TextureCopyMS(this);
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_sync = new Sync();
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PersistentBuffers = new PersistentBuffers();
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ResourcePool = new ResourcePool();
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@ -211,6 +213,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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_textureCopy.Dispose();
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_backgroundTextureCopy.Dispose();
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TextureCopyMS.Dispose();
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PersistentBuffers.Dispose();
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ResourcePool.Dispose();
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_pipeline.Dispose();
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